/*************************************************************************/
/*  plane.h                                                              */
/*************************************************************************/
/*                       This file is part of:                           */
/*                           GODOT ENGINE                                */
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur.                 */
/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md)    */
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/*************************************************************************/
#ifndef PLANE_H
#define PLANE_H

#include "vector3.h"

class Plane {
public:
	Vector3 normal;
	real_t d;

	void set_normal(const Vector3 &p_normal);
	_FORCE_INLINE_ Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision

	void normalize();
	Plane normalized() const;

	/* Plane-Point operations */

	_FORCE_INLINE_ Vector3 center() const { return normal * d; }
	Vector3 get_any_point() const;
	Vector3 get_any_perpendicular_normal() const;

	_FORCE_INLINE_ bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
	_FORCE_INLINE_ real_t distance_to(const Vector3 &p_point) const;
	_FORCE_INLINE_ bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;

	/* intersections */

	bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = 0) const;
	bool intersects_ray(Vector3 p_from, Vector3 p_dir, Vector3 *p_intersection) const;
	bool intersects_segment(Vector3 p_begin, Vector3 p_end, Vector3 *p_intersection) const;

	_FORCE_INLINE_ Vector3 project(const Vector3 &p_point) const {

		return p_point - normal * distance_to(p_point);
	}

	/* misc */

	Plane operator-() const { return Plane(-normal, -d); }
	bool is_almost_like(const Plane &p_plane) const;

	_FORCE_INLINE_ bool operator==(const Plane &p_plane) const;
	_FORCE_INLINE_ bool operator!=(const Plane &p_plane) const;
	operator String() const;

	_FORCE_INLINE_ Plane() { d = 0; }
	_FORCE_INLINE_ Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d)
		: normal(p_a, p_b, p_c), d(p_d){};

	_FORCE_INLINE_ Plane(const Vector3 &p_normal, real_t p_d);
	_FORCE_INLINE_ Plane(const Vector3 &p_point, const Vector3 &p_normal);
	_FORCE_INLINE_ Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
};

bool Plane::is_point_over(const Vector3 &p_point) const {

	return (normal.dot(p_point) > d);
}

real_t Plane::distance_to(const Vector3 &p_point) const {

	return (normal.dot(p_point) - d);
}

bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {

	float dist = normal.dot(p_point) - d;
	dist = ABS(dist);
	return (dist <= _epsilon);
}

Plane::Plane(const Vector3 &p_normal, real_t p_d) {

	normal = p_normal;
	d = p_d;
}

Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) {

	normal = p_normal;
	d = p_normal.dot(p_point);
}

Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {

	if (p_dir == CLOCKWISE)
		normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
	else
		normal = (p_point1 - p_point2).cross(p_point1 - p_point3);

	normal.normalize();
	d = normal.dot(p_point1);
}

bool Plane::operator==(const Plane &p_plane) const {

	return normal == p_plane.normal && d == p_plane.d;
}

bool Plane::operator!=(const Plane &p_plane) const {

	return normal != p_plane.normal || d != p_plane.d;
}

#endif // PLANE_H